Continuing my post on weapon details. One or two weapons are fairly new additions so may still have details in development.
A big thing to keep in mind is that in a PvP environment, 3 melees will kill. Two for shields and one for health. It also relies on Halo 2's momentum system (so a jump-melee or dash-melee will do more damage), but it's worth noting Sprint-melee does no more damage than a regular run. Thruster receives a slight buff by extension because Thrust-melee is a two-hit kill. For the sake of demonstration let's say melees take 3 frames.
Energy Sword: Some significant modifications. For one, pulling the right trigger or hitting the melee button is NOT an instant kill. Instead, it takes two hits to kill, with each melee taking 2 frames (meaning it's faster than a traditional melee). These smaller jabs only take 5% battery and do not have a massive lunge effect. However, you can charge the sword up now. Whether it constantly drains battery like the Plasma Pistol is unknown. This charged sword shot has the classic lunge effect (something something using the blade's enhanced magnetic field to attract to an enemy's suit) and will kill in one hit. To prevent camping, the sword glows profusely and gives off a loud, ambient electrical noise to reveal your position to enemy players. In most cases, using the charge is ridiculously impractical; it should only be used if it's the only way to clear the distance in time or if you have the jump on someone. This sword overcharge will also EMP vehicles as long as it makes contact (no AOE melee).
Hardlight Halberd: Operates on the same mechanics. Two-hit kill, slightly longer reach but eats a little more battery (6% for basic slice, 12% for a charge). Charging the Halberd will let you perform a burst identical in function to the Gravity Hammer.
Also of note is that, when the melee weapons run out of ammo, pressing the right trigger will throw them. With the Sword you simply throw the hilt, while the Hardlight Halberd turns into a Gravelin. The Sword will re-activate one last time if it hits a player, killing them. It can be grabbed out of the air (still depleted but able to be thrown) with proper timing, however. The Gravelin will derezz on contact with a surface, but hitting a player with it is an instant kill and they're also promptly derezzed.
BECQUEREL: The new Grenade Launcher. It has a colored display on the front that will change colors depending on which grenade you're going to fire, similar to the SAW's LED ammo counter. There are four grenade types, each with altmodes. I'm not exactly sure how you'll pick the grenade yet (possibly with the corresponding button on the controller) but it's single-shot with 15 maximum, 7 default.
Green: Reach Grenade Launcher round.
Blue: Sticky Detonator round.
Red: Pulse Grenade.
Yellow: Phase Grenade.
The range of the pulse and phase grenades is unchanged; however, they're shot out about 1.5x the speed you throw them, and can ricochet up to 10 times before detonating.
Gravity Gauntlet: Grapple Beam meets Bulletstorm whip meets the Force. Poor battery life. Uses a fairly thick tractor beam to latch onto the closest interactive weapon (it won't move crates or anything) and reel it in, players included. Due to the tractor beam having a slight gravitational pull, it can be intercepted - don't go for those Rockets if you know an enemy's going to chuck a live grenade into your field. It also replaces the Jet Pack to provide more controlled vertical movement; you can latch onto hooks and swing from them. Its third effect is stunning players in both vertical and horizontal senses for up to 5 seconds (though that would take up a quarter of the entire battery). The enemy cannot move but they can still look around, shoot, melee, and so on so it's a bad idea to do it in a one-on-one environment. It has the melee power of a regular melee weapon swing (2-frames, 2-hit kill) and has unique assassinations.
Railgun: Slight buff, maybe improve reload speed.
The Huntshot: 6-shot clip. Default fire works like the Halo 2 Brute Shot. Charging up a shot will fire a Halo Reach or Halo 4-era Fuel Rod Gun round, eating up two shots of the clip.
Sniper Rifle: You know the drill.
Beam Rifle: See above.
Rocket Launcher: No different.
Nova Cannon: The Plasma Launcher and the Incineration Cannon had a baby. It has a two-shot clip. Projectiles work like the Plasma Launcher and will stick, at which point it takes 3 seconds to detonate. Detonating on a grounded target causes an explosion with the power of a grenade (not lethal), and sends out a bunch of mini-explosions with about 80% that power (so combined lethal). Hitting an airborne target generates an explosion with the power of a Rocket, and it sends out small explosions and particles in all directions much like a firework.